Clash of Worlds

The bandits that had been raiding caravans have been killed by the adventuring party. This action has returned full access of goods in bright hearth and the market is no longer dominated by the Lizard folk traders.

With the establishment of bright hearth and its growth as a city, trade has boomed. With this boom in commerce has come bandits to rob caravans and hinder trade. This has become a major problem for non-lizard folk traders. with the close proximity of the Lizard folk empire lizard folk traders are accompanied by armed guards. This is starving the other traders in bright hearth and the lizard folk empire is in no rush to fix the issue since it is outside their boarders. This problem is now left to the locals of bright hearth to solve this problem.

This is a small quest that will help shape the town of bright hearth. Characters not on Dylan’s current campaign can attend feel free to make a new character for this or someone from the town

“The Wheel of Time turns, and Ages come and pass, leaving memories that become legend. Legend fades to myth, and even myth is long forgotten when the Age that gave it birth comes again. In one Age, called the Third Age by some, an Age yet to come, an Age long past, a wind rose above the great mountainous island of Tremalking. The wind was not the beginning. There are neither beginnings nor endings to the Wheel of Time. But it was a beginning.” -R. Jordan.

Our Last session and character generation sees our world completed and two parties created. In the last moments of genesis Dwarves and Goblins make their way into the world. Both young races, let us hope that pluck can equal the vast experience and wealth of other civilizations. Many of the other civilizations finally established some form of relations, though the Magmin remain in the south amassing armies for untold purpose.Characters were created sufficient to staff two parties. One in the city of Dark Port and one in the town of Bright Hearth.
If you were unable to attend; the underdark remains stark, as do the planes. You may chime in by creating a page in the Wiki, or typing out a message in the portal, as you see fit.

And on the 7th hour of the dawning of the world, the gods rested, and then the tireless god began writing for what would quickly become another 7 hours.
The Dawn of Worlds method was entirely successful and yet still incomplete. With a few turns left the world and its inhabitants seem on the precipice of danger and war on multiple fronts. With the exception of the Arctic Elves of course.
The expansionist Lizardfolk find their boarders being encroached upon by immortal Skeletons and Magmin, while the Grippli Take to the sky to thwart the inhabitants of their obsession. Even the pteranodon riding Kobolds find their secluded northern jungle island suddenly inhabited by a secret organization.
All the while Gnomes continue hurtling through the sky on a large rock sure to come to some unfortunate end. How will it play out…tune in next week to find out.